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基于Kinect手勢(shì)識(shí)別的虛擬環(huán)境體感交互技術(shù)研究

發(fā)布時(shí)間:2018-05-06 12:21

  本文選題:虛擬環(huán)境 + 體感交互 ; 參考:《重慶郵電大學(xué)》2016年碩士論文


【摘要】:目前大多數(shù)虛擬環(huán)境中的人機(jī)交互應(yīng)用仍然是基于鼠標(biāo)、鍵盤、頭盔顯示器、數(shù)據(jù)手套、操縱桿等交互設(shè)備,難以讓用戶獲得真實(shí)、自然的感覺,嚴(yán)重地制約了虛擬環(huán)境的實(shí)用價(jià)值。體感技術(shù)與虛擬環(huán)境技術(shù)的有機(jī)結(jié)合,可以生成一個(gè)完全逼真的,集視、聽、觸、情等多種感知的智能虛擬環(huán)境,給予人們自然、真實(shí)感受的同時(shí),更能從數(shù)字化虛擬空間自由獲得豐富、準(zhǔn)確的信息與知識(shí)。本文面向虛擬環(huán)境自然人機(jī)交互應(yīng)用需求,結(jié)合體感技術(shù)與虛擬環(huán)境技術(shù),設(shè)計(jì)了一種基于手勢(shì)識(shí)別的虛擬環(huán)境體感交互方法;贙inect體感器,獲取手勢(shì)數(shù)據(jù),并采用不同的算法分別對(duì)靜態(tài)及動(dòng)態(tài)手勢(shì)進(jìn)行識(shí)別。研究了符合人體行為習(xí)慣的手勢(shì)設(shè)計(jì)方法,設(shè)計(jì)了基于手勢(shì)識(shí)別的虛擬礦井自然交互系統(tǒng),實(shí)現(xiàn)了與虛擬礦井更加自然的人機(jī)交互,增加了用戶的自然感及真實(shí)感。主要包括以下內(nèi)容:首先,研究了基于手勢(shì)識(shí)別的虛擬環(huán)境自然交互設(shè)計(jì)方法。提出一種基于手勢(shì)識(shí)別的虛擬環(huán)境體感交互框架。在此基礎(chǔ)上,研究了虛擬環(huán)境自然交互手勢(shì)設(shè)計(jì)方法,以及基于Kinect的深度信息獲取、人體骨骼追蹤等關(guān)鍵技術(shù)。其次,研究了基于Kinect靜態(tài)手勢(shì)識(shí)別方法;谏疃葓D-灰度直方圖分割出手勢(shì),根據(jù)手腕像素特征分割出手掌,并采用中值濾波進(jìn)行平滑處理,并提出一種融合K曲率與凸缺陷的指尖檢測(cè)方法。在此基礎(chǔ)上,研究、實(shí)現(xiàn)了基于Kinect的靜態(tài)手勢(shì)識(shí)別算法,通過在不同環(huán)境下的測(cè)試,驗(yàn)證了算法的準(zhǔn)確性和魯棒性。然后,研究了基于Kinect動(dòng)態(tài)手勢(shì)識(shí)別方法。根據(jù)關(guān)節(jié)點(diǎn)信息實(shí)現(xiàn)對(duì)動(dòng)態(tài)手勢(shì)軌跡的追蹤,在獲取的關(guān)節(jié)點(diǎn)信息基礎(chǔ)上,研究了動(dòng)態(tài)手勢(shì)特征提取及動(dòng)態(tài)手勢(shì)表示方法。提出了一種改進(jìn)的動(dòng)態(tài)時(shí)間規(guī)整(IDTW)動(dòng)態(tài)手勢(shì)識(shí)別算法,對(duì)傳統(tǒng)的動(dòng)態(tài)時(shí)間規(guī)整算法(DTW)的搜索路徑進(jìn)行約束與特征加權(quán),并在公開的手勢(shì)數(shù)據(jù)集上進(jìn)行測(cè)試,結(jié)果表明,所提出的算法減少運(yùn)算量的同時(shí)也提高了整體識(shí)別率。最后,面向虛擬礦井自然人機(jī)交互應(yīng)用需求,設(shè)計(jì)了基于Kinect手勢(shì)識(shí)別的虛擬礦井體感交互系統(tǒng),定義虛擬礦井交互手勢(shì)。通過典型交互場(chǎng)景,測(cè)試、驗(yàn)證了所提基于手勢(shì)識(shí)別的虛擬環(huán)境體感交互方法的準(zhǔn)確性和有效性。
[Abstract]:At present, most human-computer interaction applications in virtual environments are still based on interactive devices such as mouse, keyboard, helmet display, data gloves, joystick, etc. It is difficult for users to get real and natural feelings. It restricts the practical value of virtual environment seriously. The organic combination of body feeling technology and virtual environment technology can create a completely realistic, intelligent virtual environment with visual, listening, touching, feeling and so on, giving people natural and real feelings at the same time. More from the digital virtual space free access to rich, accurate information and knowledge. In this paper, a virtual environment interaction method based on gesture recognition is designed to meet the needs of the application of natural human-computer interaction in virtual environment, combined with the technology of body sense and virtual environment. Based on Kinect somatosensors, gesture data are obtained, and different algorithms are used to recognize static and dynamic gestures. This paper studies the gesture design method in accordance with human behavior habits, designs a virtual mine natural interaction system based on gesture recognition, realizes a more natural human-computer interaction with virtual mine, and increases the user's sense of nature and reality. The main contents are as follows: firstly, the design method of natural interaction in virtual environment based on gesture recognition is studied. This paper presents a framework of virtual environment somatosensory interaction based on gesture recognition. On this basis, the design method of natural interactive gesture in virtual environment, the key technologies of depth information acquisition based on Kinect, human skeleton tracking and so on are studied. Secondly, the static gesture recognition method based on Kinect is studied. Hand gesture is segmented based on depth map and gray histogram, palm is segmented according to the pixel feature of wrist, and the median filter is used to smooth the hand. A method of finger tip detection based on K-curvature and convex defect is proposed. On this basis, a static gesture recognition algorithm based on Kinect is implemented. The accuracy and robustness of the algorithm are verified by testing in different environments. Then, the dynamic gesture recognition method based on Kinect is studied. According to the information of the gate node, the tracking of the dynamic gesture track is realized. Based on the obtained information of the node, the feature extraction and the representation method of the dynamic gesture are studied. An improved dynamic gesture recognition algorithm based on dynamic time warping (IDTW) is proposed. The search path of the traditional dynamic time warping algorithm (DTW) is weighted by constraints and features, and tested on the open gesture data set. The results show that, The proposed algorithm reduces the computational complexity and improves the overall recognition rate. Finally, to meet the requirement of virtual mine natural human-computer interaction, a virtual mine body sensation interaction system based on Kinect gesture recognition is designed, and the virtual mine interaction gesture is defined. Through the typical interactive scenes and tests, the accuracy and effectiveness of the proposed method based on gesture recognition for virtual environment somatosensory interaction are verified.
【學(xué)位授予單位】:重慶郵電大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2016
【分類號(hào)】:TP391.41

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